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Game Projects

Matrix Times

iOS App Demonstrating Matrix Transformations (Solo Project)

Create a polygon with an outline and fill. When you’re happy with your shape, you can apply up to 3 transformations of any of these types:

– Rotation
– Translation
– Scaling
– Reflection
– Shearing

Watch the numbers in any of the 3 transformation matrices change as you control them with easy-to-use sliders and switches. Watch in real time as the shape changes, mirroring the preview of the transformation matrix.

My original graph area class was relatively simple, only drawing the shape based on the points given.

However, with the addition of custom reflection line locations, as well as an optional ‘ghost’ of the original shape to contrast with the transformed shape, the class quickly became much more complicated.

Attack of the Assembly Line

Summer Group Project (GMTK 48 Hour Game Jam)

We were given the challenge in this game jam to create a game that followed the theme ‘genre without mechanic’. We basically had to think of a genre, and remove an essential component of how that genre usually works. We decided to go for a platformer in which the player has no control of their movement. This was achieved by the player character being a robot’s head going along a conveyor belt in a factory. Over the course of the game, the player can use the treadmills as well as trigger springboards to launch themselves to the next body part as they gradually rebuild themselves piece by piece.

Here’s a video of Mark Brown, the organiser of the GMTK game jam, playing our game and finding it a bit on the difficult side as many did:

An improved web-based version of this game can be found on our team itch.io page.

Here is the TutorialPlayer class, which I adapted from our Player class to take into account the slightly different gameplay mechanics on our tutorial level.

Encounter

2nd Semester Group Project

This was my first group project on my Computer Science For Games course. I used Unity and C#, with 3D models made by students on the Games Design course. I was responsible for the asteroid mechanics, which replicated the physics of space by continuing without resistance, bouncing off one another until their energy is fully transferred. I was also responsible for the firing of lasers, and the trail renderers which made it easier to see the direction of travel for the ships.

Here is the GameController class which I created for the project. It’s a complicated class, but I found that there were too many separate controller classes that needed to reference each other to an extent that was ultimately more complicated.

Duckapod

1st Semester Solo Project

This was my first game project on my Computer Science For Games course. I used GameMaker, with 2D sprites made in GIMP and animations from Adobe Animate. The splash screen was made using Paint 3D. We made the game with GameMaker because at this stage in the course, many people did not know how to code. I had already released iOS and Android apps using C# and Xamarin, so I felt pretty restricted by using ‘code blocks’ and not being able to see exactly what was happening in the background.